Font rendering problem

I'm embarrassed to post this question, but while I've worked around other's OpenGL code a lot, I'm a newbie to writing my own OpenGL code.

I'm trying to render a font to a texture. However, the rectangle is all black. I've tried absolutely everything I can think of and can't figure out what is assuredly a stupid error.

When I use OpenGL Profiler to pause the program, I can see that the texture exists in memory, looks correct and has the correct ID. In short, I don't think my problem is with rendering the text to the texture or binding the texture.

I've prepared a very small sample project illustrating the problem. The code is in GLView.m and there's a #define at the top of the file that allows you to toggle between a working image texture and the non-working font rendered to a texture.

Don't know why you're seeing white on black. I see black on white on my machine. Perhaps this is an endian issue? I'm on an Intel.

Don't know how to fix the transparency thing off-hand. I assumed you'd search through other Quartz drawing options for that, I just tried to get you seeing something to work with. If you can't find anything soon or someone else doesn't offer up a solution soon, then bump the thread and I'll be happy to dig into it a little more.